ChristianKnudsen
Joined: Jul 04, 2004
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  Posted:
Aug 04, 2004 - 19:57 |
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Ok, I am trying to figure out if I am unlucky, or a poor coach, or what.
It seems that when I get a team up to about the 150 TS level, I start to fall apart. I get there winning, but then start up with catastrophic losses and ties.
Does anyone else have this problem?
Anyone who has played me (or not) is free to add their two constructive cents on my coachiing - or just flame me mercilessly, if that's more your thing
Anyways, any help (or funny stories) would be appreciated. |
_________________ 1-2-3 Up the... N Sask Rs?!? |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Aug 04, 2004 - 20:02 |
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Which teams are you playing with?
My woodelves start to fall apart early on and the only advice I can give early on is buy a treeman (less casualties from free punches on the line of scrimmage)
Apart from that just genral common sense.
Dont get too close to the sidelines.
Dont let your positional players become fouling targets.
Dont let your opponent get too many free hits on your players.
The wierd thing is I've started a new darkelf team, apart from my terrible record with them, they seem to be more succeptable to injury than my woodies :/
Not quite sure why.
Post what teams ya got. I really can't be bothered to look |
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ChristianKnudsen
Joined: Jul 04, 2004
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  Posted:
Aug 04, 2004 - 20:09 |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Aug 04, 2004 - 20:19 |
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I'm not the best person to comment on the darkelves but as far as the orcs go your experiencing 'too many players' syndrome. With armour 9 you don't need 14 players.
My advice would be to fire the nigglers and reduce your team to 11 players (keeping all the non-niggled positional players i.e blitzers, black orcs, thrower). If you want more players pick up a couple of goblins maybe or even a troll. As it stands you have too many players which inflates your team rating. A few sackings keeps it low and makes your boyz play 'arder
And in my humble opinion the darkelves are suffering from the same problem (too many injuries + too many players) due to the cost you might not want a mass firing till you can replace the positional players though.
Get sacking!
A few more players with tackle wouldnt hurt either in taking out those pesky dodgers. (on both teams) |
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mymLaban
Joined: Apr 20, 2004
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  Posted:
Aug 04, 2004 - 20:54 |
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yea thats good advise maybe 12 players though. |
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SunTzu
Joined: Feb 26, 2004
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  Posted:
Aug 04, 2004 - 21:09 |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Aug 04, 2004 - 21:12 |
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you would |
_________________ Forum terrorist. |
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tautology
Joined: Jan 30, 2004
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  Posted:
Aug 04, 2004 - 21:56 |
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Your Orcs need more guard and fewer players, your Dark Elves need to fire your niggles and skill up your other blitzers and Line elves. I like to get Dark Elf Blitzers to 16 SPPs (dodge tackle) unless they roll doubles then go to 31 (guard dodge sidestep) and then stop scoring with them while you work on other players. Of course at least one should have strip ball/dodge/leap. Give your linemen with guard dodge/block/sidestep. Don't take diving tackle on anyone until they already have block/dodge/sidestep.
Preserve your guards! They are the key to success at higher TRs.
And buy more rerolls: 4 is good, 5 is better.
Just two cents worth of advice from a semi-successful Dark Elf coach who wishes he had more guard |
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AFK_Eagle
Joined: Mar 12, 2004
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  Posted:
Aug 04, 2004 - 22:06 |
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For your darkies, you should take advantage of the agi 4 all-around. Spread the spp's out as much as possible, using the passing game for easy completions and spp's whenever possible. My own elven teams I won't advance one elf to his second skill til all have their first, none gets a fourth til all have their third, etc. (The exception being if cas and/or MVP nods get a player really close--say within 3--then get that player the skill first.) Granted, if somebody is in position to score and it would be hazardous to stall, then I won't risk it just b/c he's more advanced, but if I have my choice of players, then I will get the lower skill player the spp's. This way, an injury (even a ko, anything to remove them from the pitch) won't be a crucial blow like it would be if you lost your 5 skill player with nobody else above 1 or 2. |
_________________ Listen to Eagle! Eagle is good, Eagle is wise!
Founder of the E.L.F.--These elves will play anybody! |
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tautology
Joined: Jan 30, 2004
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  Posted:
Aug 04, 2004 - 22:08 |
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Also realize that Dark Elves just aren't very good until they hit the 200-220 range. Be proud that you've done well so far.
And pray to Nuffle for positive Fan Factor rolls or you're doomed! |
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Lobo_Pete
Joined: Aug 02, 2003
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  Posted:
Aug 05, 2004 - 00:40 |
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Like others mentioned, fire nigglers to stay at 12/13 players. Once you have that many players, spend cash only on RRs until ALL your current team members have at least one skill, if not two. Then add further positionals if they are available and favor them on all SPP opportunities. |
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MixX
Joined: Aug 02, 2003
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  Posted:
Aug 05, 2004 - 01:05 |
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11 players are too few, that way even one KO or CAS will leave you with less than max players on the field - for Orcs the best is 4 Blitzers, 4 BoBs, 2 Throwers and 2 or 3 Linemen. A troll isn't really needed, in most games 4 BoBs can easily dominate the line of scrimmage for you... as for dark elves, the best strategy is to try and rule the wide-zones (using their Witch Elves) which should leave room for threatening a score with so many players that a passing game can be turned into a running game very easily - ie pour enough players downfield so that you opponent can't stop them all, or if he manages to cover most of them you'll hopefully have enough players to block and blitz a hole. And take full advantage of your relatively easy 2-turn TDs.. |
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ChristianKnudsen
Joined: Jul 04, 2004
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  Posted:
Aug 05, 2004 - 06:21 |
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Wow guys, this is awesome stuff, and much appreciated. Keep it coming!
I will take the 12-13 man limit to heart - I still live to a certain extent in the 16-player world of 2nd Edition i.e. more is better, so for me to start with less than 13 causes nervousness...
But you guys must know what you are talking about, so I will give it a try.
Next I have to figure out how to Keep The Ball Away From The Other Team when I am on offence, or how to make that hole and still have enough players to move through. Then I will try to figure out the running game... |
_________________ 1-2-3 Up the... N Sask Rs?!? |
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AFK_Eagle
Joined: Mar 12, 2004
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  Posted:
Aug 05, 2004 - 07:08 |
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What I need is a guide to figure out how to survive in the 200-225 range. I get above 200 with regularity but have only ever had one team break beyond the 225 barrier. Usually I fall due to injuries, and I realize that can't really be helped too much (beyond the obvious don't let the other guy hit you that often routine). Is that all there really is, hope to remain injury free, that's how to get beyond that threshold? |
_________________ Listen to Eagle! Eagle is good, Eagle is wise!
Founder of the E.L.F.--These elves will play anybody! |
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Mezir
Joined: Aug 02, 2003
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  Posted:
Aug 05, 2004 - 07:24 |
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Most people who get beyond that threshold keep their niggles. If you keep comepletely injury free you can get up there but you'll go back down just as fast. |
_________________ Build a man a fire and he's warm for a day; set a man on fire and he's warm for the rest of his life. |
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